"Thank you to everyone who has jumped into Update 17 of Hell Let Loose!Below are some key fixes and improvements that are incoming with this latest hotfix patch.
The team has loved seeing your reactions to the new map, Tobruk, and everything else the update brought to the battlefield.
Of course, with any major release, a few bugs have crept through but we've been hard at work squashing them. Today’s hotfix addresses several of the issues you flagged, and we're pleased to share that it's now live.
A huge thank you to everyone who reported bugs and shared feedback across Steam, Discord, Reddit, and social media. Your support helps us improve the game for everyone.
We hope you continue to enjoy Tobruk. See you on the front lines!"
– Team17 & Expression Games.















































Update 16 introduces Elsenborn Ridge, a new map set during the Battle of the Bulge - 71 kilometres north of Foy in the Büllingen region of Belgium set during that bitter winter in the closing months of the war.
As our most significant content release since Mortain, we’ve focused on delivering a map that balances performance and visual quality. As with preceding Black Matter maps, we have crafted a biome that reflects the terrain, settlements and the biting cold endured by the troops in this region.
The result is a map which offers an engaging gameplay experience and is visually distinct. We are extremely grateful to the members of our community who took part in our PTEs and have helped drive that vision forward.
Environment Art - Expression Games.












The technical art team have been investigating the introduction of a dynamic weather system to Hell Let Loose, in particular a way to convey the weather that affected troops in Elsenborn Ridge. Troops were subjected to freezing conditions and blizzards affecting visibility.
We needed a system that could change throughout and be as unpredictable as the weather at that time to reflect this.
A set of VFX particles were created consisting of various intensities of snow. As we needed this to be configurable, we decided on a set of presets utilising data assets. This made it easier to drive the intensity of each level of snow.
This meant we could tune each scenario easily in isolation. Each scenario includes parameters referenced from the VFX and lighting to allow us balance intensity and atmospherics.
The VFX scenario was broken down into a set of presets:
- Light snow
- Medium snow
- Heavy snow
- Blizzard snow
The data assets were then accessed by a singular blueprint placed in the map which would blend each preset over time (all of which could be tuned in terms of frequency, probability and transition length). We added the probability of when the transition between each stage would occur in order to add some randomness to it.
The snow VFX behaviour has been improved since the PTE and we have made some changes to each stage to make the snow intensity transition more noticeable. Light and medium snow presets have fewer particles and a lighter feel, while heavy and blizzard presets have a significant increase in intensity. The transitions are now longer and feel more natural with the flow between each stage ramping up and down and not as immediate.
This introduced some challenges for how we would implement this for the online player experience of Hell Let Loose. Changeable weather conditions would need to be consistent over time for each player. The code team worked hard to ensure the levels of snow remained synchronised and consistent throughout.
In addition, the team went through the map to do a series of optimisations including:
- Terrain layer density, reducing the amount of terrain materials used in any one sector to reduce the strain on memory and GPU
- Particle quality settings, adding performance scalability for particle spawning
- Reducing the material complexity of various meshes
- Optimising the number of meshes found in each sector through merging assets and using the Hierarchical LOD system as a proxy for assets further in the distance to reduce the strain on both draw and GPU
- Optimising shadow depths throughout the map
Technical Art - Expression Games
This is a very exciting update for the engineering team. Along with freelook, UI improvements and the weather system, we also took the opportunity to overhaul the VoIP system in Hell Let Loose. The game requires heavy communication, and we understand that reliable VoIP is paramount to successful gameplay for Commanders and Officers.
We have introduced fixes for longstanding VoIP connection issues. As a player, this will result in a much smoother and more reliable VoIP experience. To achieve this, we reimplemented the VoIP management system from scratch with an updated version of the Vivox SDK. This was a large piece of work, but we knew that it was the only way to ensure a polished VoIP experience for the community.
Engineering Team - Team17/Expression Games



















